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Like, oh! The Grabthors are elite carnavors, they are avenging, with hammers!
But where should we give suggestions? I have several that I would like to give, such as an option to hold the A or space button when teleporting in seeds to get a bigger batch (the lag associated with spamming A or space is destroying me lol) and advanced options (which i am sure you are working on) to tweak specific settings of the game.
In the new forum I just created!
There are also limits to what we can actually research even with force fields. Without the ability to track/identify an organism, it is very hard to conduct experiments in a reasonable fashion. So the discovered knowledge is gold :P
These two reasons may work to prevent sharing information.
It is meant to be simple and I explain that on the store page description. A few people say it seems bare bones but I honestly don't know what that means...
I'll always update the game if people find bugs (I'm actually quite proud of how few bugs people are finding). In terms of new features I have a wish list of things I want to add which are quite complicated to add and will require a lot of time. I don't think it needs those extra features (otherwise I wouldn't have released the game) but if I get enough income from the project I'll put in the extra time to add them.
The game will not be abandoned but it isn't early access. This is the game I set out to make, some people are playing it A LOT (more than me) and I want to add some data collection features for them and some ways of sharing custom creatures. Anything I will add will likely be quality of life stuff.
I'll tell you what it means: it means that it lacks a lot of bells and whistles that would make a game with this concept a lot more stimulating/interesting/pretty.
For example, it would be really nice if the creatures and plants had phenotypic differences that are influenced by their genetics.
Right now, plants are just cylinders and creatures are just...well, warped spheres, I guess.
Their only differences are very basic shape and color changes, and it's not super-easy to tell which way on a creature is front. It's quite difficult to distinguish one species from another just by looking at it our mousing over it.
For that matter, it's awfully difficult to tell what's happening.
Did that creature just eat that other one? I don't know. They're moving so fast, it's hard to tell who is doing what to whom.
Was that plant eaten by an herbivore? I can't tell; it just disappeared.
I mean, it's one thing to hide the game mechanics in order to get us to experiment...it's quite another to confuse the players with graphics and gameplay that are difficult to interpret. And that difficulty comes largely from the fact that it's "bare bones".
If this were a triple-A title made by a huge production company, those creatures would look like creatures, the plants would have branches and leaves, and any interactions between creatures and plants would be animated in such a way that we know what they're doing.
Obviously, this isn't a triple-A title, but...well, the gameplay gets into the realm of whatinheck-is-going-on at times as a result.
That's one way it's "bare bones"; I could describe more, but it might start to sound a bit insulting.
I haven't worked in games professionally since 2001, and I know things have changed a lot. I'm not a programmer, I'm an artist, so I don't know what goes into making a game like this. I just know what it's like to play it, and what would make it a better experience. For me.